TY - JOUR
T1 - More than just fun and games
T2 - The role of games in postsecondary education to support self-regulated learning
AU - Nietfeld, John L.
AU - Sperling, Rayne A.
AU - Young, Taylor M.
N1 - Publisher Copyright:
© 2023 The Authors. New Directions for Teaching and Learning published by Wiley Periodicals LLC.
PY - 2023/6/1
Y1 - 2023/6/1
N2 - In this chapter, we explore how faculty employ the use of gamification and game-based learning environments (GBLE) in postsecondary education. Gamification refers to the use of game-design elements while game-based learning refers to the use of digital education games. Both are increasingly popular instructional practices and, in this chapter, we specifically examine their potential for supporting students’ self-regulated learning (SRL). Important for academic success, SRL refers to the active, cyclical process of intentionally directing one's metacognition, motivation, and behavior to achieve a learning goal. Findings from the extant research on gamification and GBLEs conducted in postsecondary settings are reported with connections to SRL processes throughout. Furthermore, we review the effects of games on varied learning, motivation, and SRL outcomes. Finally, we conclude with recommendations for future research and practice, with a primary suggestion of more explicitly addressing SRL in research related to gamification and game-based learning.
AB - In this chapter, we explore how faculty employ the use of gamification and game-based learning environments (GBLE) in postsecondary education. Gamification refers to the use of game-design elements while game-based learning refers to the use of digital education games. Both are increasingly popular instructional practices and, in this chapter, we specifically examine their potential for supporting students’ self-regulated learning (SRL). Important for academic success, SRL refers to the active, cyclical process of intentionally directing one's metacognition, motivation, and behavior to achieve a learning goal. Findings from the extant research on gamification and GBLEs conducted in postsecondary settings are reported with connections to SRL processes throughout. Furthermore, we review the effects of games on varied learning, motivation, and SRL outcomes. Finally, we conclude with recommendations for future research and practice, with a primary suggestion of more explicitly addressing SRL in research related to gamification and game-based learning.
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U2 - 10.1002/tl.20547
DO - 10.1002/tl.20547
M3 - Article
AN - SCOPUS:85164695267
SN - 0271-0633
VL - 2023
SP - 41
EP - 47
JO - New Directions for Teaching and Learning
JF - New Directions for Teaching and Learning
IS - 174
ER -